I'll admit even a few years back I thought this project was going to lead nowhere. I am very happy to see that it is still being worked on, perhaps more now than ever. It's truly impressive what you've managed to accomplish. The release of the MP branch is bigger than it appears. I for one do not care for MP in Morrowind, but it shows you exactly what open source content is capable of. We're finally reaching the point where the engine is stable enough to expand beyond Morrowind's builtin limitations. I am optimistic and hope for a true Morrowind Revival experience within the community in the next couple years and a truly modern Morrowind experience.

As soon as I get my computer reset (damn you windows), I am going to set up a dual boot environment and see if I can't get OpenMW forked. No guarantees that I will understand any of it, but I majored in Engineering with a heavy emphasis in C++. My experience with game development stops at tutorial level usage in the unreal engine (which uses blueprints instead of actual codding these days) and some minecraft JAVA modding as well as ES scripting/modding a long time ago. Nevertheless, I'm going to see what I can do.

Also, random comment. I'm no lawyer, but has anyone looked into trademarks and whether it could be said that OpenMW, as an independent engine, could violate Bethesda's trademark by associating itself with Morrowind (MW)? It's obviously fine when it requires Morrowind, but I'm concerned whether it will be when it is used as an independent engine.

That makes sense. I did see a post from 2011 or so talking about how OpenMW is not Open Morrowind, but I wasn't sure if that still applied. Good to know. And if you think about it, the acronym "MW" was made up by the community as a shorthand term for Morrowind and isn't even related to Bethesda.

I (finally) got windows to cooperate with my linux installation (windows was hogging my free space) and found an alternate way to get Morrowind's data from Steam installed on linux . Instead of downloading and using Wine, you can use SteamCMD which has an option to trick Steam into thinking you're running windows. Just need to follow these instructions. The other advantage of this method is it should work for any OS that supports steamCMD.https://askubuntu.com/questions/651059/ ... r-platform

Just thought I'd point that out in case anyone is like me and avoids Wine for some reason, the OpenMW wiki didn't mention it.

you can use SteamCMD which has an option to trick Steam into thinking you're running windows. Just need to follow these instructions. The other advantage of this method is it should work for any OS that supports steamCMD.https://askubuntu.com/questions/651059/ ... r-platform

Just thought I'd point that out in case anyone is like me and avoids Wine for some reason, the OpenMW wiki didn't mention it.

Hi,
I am following this project for quite some time now, and each new release is always good news. OpenMW is by far the best way to play Morrowind nowadays, and OpenCS has the potential to open the way for creating awesome RPGs. The GNU/Linux version is what I am using, and I appreciate the fact there is a 64-bit binary as well (unlike other projects, where developers still think we are at the 1990s and release 32-bit binaries only).

Thank you for this update. I admit I noticed 0.42 took more than usual to be released, but I wasn't worried (OpenMW is just too good to become abandonware). Now I also know why version 0.42 was delayed.

Terrain editing in openMW-CS is a really needed feature as their is no way to correct terrain conflicts when using multiple mods. It would be great if this was implemented for the next version. Another sorely needed feature is the ability to switch between ground and body meshes in the preview. I would make these a priority for the next release if that is possible.

Has anyone been working on implementing morrowind script extender and morrowind Enhanced compatibility or a unique openMW implementation that provides similar features.